Showing posts with label D100 Victorian Underground and Underdark encounters. Show all posts
Showing posts with label D100 Victorian Underground and Underdark encounters. Show all posts

Saturday, May 16, 2026

D100 Victorian Underground and Underdark encounters For the Belle Époque, Red Rpg By The Red Room & Troll Lord Games Victorious Role Playing Game

 Here is a custom d100 Encounter Table designed for the subterranean depths beneath a Victorious campaign. It bridges the gap between the historical, soot-stained Victorian Underground (sewers, tube tunnels, catacombs) and the cosmic horror, primeval dangers of the deep Underdark (caverns, forgotten civilizations, and hollow-earth fringes).



Use this table when your heroes descend into the shadows beneath London, Paris, or the hollowed-out depths of the island of Ricca.


d100 Subterranean Encounter Table

01–20: The Municipal Shadows (Sewers, Cellars, & Tube Tunnels)

  • 01–02: A pack of 2d6 Gutter-Ghouls fighting over a discarded brass pocket watch.

  • 03–04: A gas lamp flickers out, revealing a localized pockets of Choke-Damp gas. A Constitution SIEGE Check (CC 13) is required to avoid suffocation.

  • 05–06: A secret meeting of the London Tosser’s Guild—scavengers who know the secret paths but intensely distrust surface-dwellers.

  • 07–08: A rogue, steam-powered Automated Mail-Cart barreling down an abandoned pneumatic tube track at breakneck speed.

  • 09–10: An illegal Underground Bare-Knuckle Boxing Match attended by corrupt aristocrats and low-life street gangs.

  • 11–12: A brick wall gives way, exposing an unmapped Plague Pit from 1665; the air here is thick with a miasma that induces hallucinatory terrors.

  • 13–14: The Mudlark King—a delusional, mutated hermit covered in river-sludge who demands a "toll" of shiny trinkets or copper coins to pass.

  • 15–16: A massive, pulsing knot of Flesh-Eating Brick-Mould covering a gateway. It reacts violently to the heat of open lanterns.

  • 17–18: 1d4 Penny Dreadful Cultists painting blasphemous, cosmic symbols on the brickwork with phosphorescent slime.

  • 19–20: A burst water main floods the tunnel with freezing Thames water, forcing a Dexterity SIEGE Check to avoid being swept into a lower cistern.

21–40: The Industrial Abyss (Foundries, Vaults, & Smuggling Routes)

  • 21–22: A massive, iron-reinforced vault door belonging to the Bank of England, vibrating with the sound of clockwork defenses on the other side.

  • 23–24: 1d6 Riccan Zealots smuggling heavy crates of experimental black-powder weapons through a forgotten cellar network.

  • 25–26: A malfunctioning Pneumatic Drill-Platform left running by a deceased engineering crew; it is dangerously close to breaching a gas main.

  • 27–28: An illegal Opium Den built into an abandoned railway arch, populated by sleeping patrons whose dreams are being harvested by a minor entity.

  • 29–30: A sudden, deafening rumble as a Metropolitan Line Passenger Train roars past just inches away through a thin brick partition.

  • 31–32: 1d3 Clockwork Scrappers—primitive, autonomous mechanical spiders designed to clear debris, now hunting for scrap metal (and heroes' gear).

  • 33–34: A hidden laboratory belonging to a Mad Vivisectionist, filled with jars of glowing, chem-preserved organs that still twitch.

  • 35–36: A soot-stained Chime-Boy (child laborer) who claims he was separated from his chimney-sweeping crew three days ago by "the whispering walls."

  • 37–38: A massive pool of bubbling, boiling Industrial Effluent from a surface chemical plant. The fumes act as a mild paralytic poison.

  • 39–40: A forgotten Chartist Weapons Cache from 1848, containing rusty rifles, radical pamphlets, and a highly unstable crate of early nitroglycerin.

41–60: The Borderlands (Deep Catacombs & Basalt Fissures)

  • 41–42: A natural fault line where the brickwork ends and jagged, volcanic basalt begins. The smell of brimstone is thick.

  • 43–44: A colossal, calcified Prehistoric Fossil embedded in the limestone wall that appears to have human-like tool marks cut into its skull.

  • 45–46: 1d4 Subterranean Morlocks tracking the heroes from the high ledges, waiting to drop heavy stalactites on their heads.

  • 47–48: A beautiful, glowing forest of Phosphorescent Fungi that hums with a low psychic frequency, soothing all who enter into a deep, lethal sleep.

  • 49–50: A sudden Tectonic Shift or minor earthquake that blocks the path behind the heroes with tons of jagged rubble.

  • 51–52: A subterranean river of rust-red water. Swimming or wading through it requires a Strength SIEGE Check due to the heavy undercurrent.

  • 53–54: A nomadic enclave of Blind Troglodytes who trade rare, deep-earth gems for surface salt and textile fabrics.

  • 55–56: An ancient Roman Mithraeum (temple) perfectly preserved deep underground, its bull-slaying altar stained with suspiciously fresh blood.

  • 57–58: A cavern ceiling completely covered in thousands of Vampiric Leech-Bats that are easily disturbed by bright light or loud noises.

  • 59–60: A massive, yawning chasm spanned only by a rotting, rope-and-plank bridge dating back to the Middle Ages.

61–80: The Deep Underdark (The Realm of Alien Horrors & Forgotten Gods)

  • 61–62: A scouting party of 1d3 Deep-Ones ascending from an abyssal lake, seeking surface captives for sacrifices.

  • 63–64: A localized anomaly where Gravity Flips or distorts, causing loose gravel—and unwary heroes—to fall upward toward the ceiling.

  • 65–66: A crystalline cavern filled with Echo-Quartz that mirrors and magnifies the heroes' private thoughts, broadcasting them as deafening whispers.

  • 67–68: The Obsidian Pillar—a monolithic spire of black glass that radiates an intense psychic static, dampening all magical or psychic Super Powers by 2 Ranks.

  • 69–70: A predatory Chthonian Worm chewing its way through the rock, leaving behind a tunnel lined with valuable but highly toxic ore.

  • 71–72: A ruined outpost of an Elder Race, constructed from non-Euclidean angles that hurt the eyes to look at directly (Intelligence SIEGE Check or temporary sanity loss).

  • 73–74: A lingering cloud of Void-Dust that eats away at leather, cloth, and organic matter, destroying standard clothing and backpacks in 1d4 rounds.

  • 75–76: 1d4 Faceless Stalkers—amorphous shapechangers that mimic the appearance of the heroes' surface allies to lure them into traps.

  • 77–78: A subterranean sea of cold, black oil. Something massive and multi-tentacled ripples just beneath the surface.

  • 79–80: An ancient, entombed Gargantuan Skeleton that faintly glows with a sickly green radiation, causing sickness to those who linger near it.

81–100: The Claws of the Tyrant (Riccan Territory & Grand Plots)

  • 81–82: A massive, vibrating steel conduit carrying Geothermal Power from the deep crust up to The Claw’s secret surface facilities.

  • 83–84: 1d4 Mind-Controlled Royal Marines patrolling a deep tunnel, their eyes glassy and vacant as they obey telepathic commands.

  • 85–86: The sudden appearance of a Giant Boring Vehicle grinding through the rock walls ahead, dropping off a strike team of 2d6 fanatical minions.

  • 87–88: A localized broadcasting node for the Hypnotic Hum. All heroes must make a Wisdom SIEGE Check (CC 15) or suffer a temporary -2 penalty to all attributes due to splitting headaches.

  • 89–90: A testing ground for a Shrinking Ray Trap; a pressure plate triggers a beam that threatens to reduce a hero to 6 inches tall for 1d6 hours.

  • 91–92: A chamber containing a Born-Again Machine prototype, sparking with wild, dangerous electrical arcs as it attempts to reanimate a dead horror.

  • 93–94: A massive underground penal colony where hundreds of enslaved surface-dwellers are forced to mine Lunar Glass under the whips of overseers.

  • 95–96: A direct telepathic projection of The Claw himself, appearing as a spectral, 20-foot-tall green head to mock the heroes or offer them a terms of surrender.

  • 97–98: A cavern containing a massive Doomsday Engine designed to cause a volcanic eruption directly beneath a major surface capital. It is 1d10 minutes away from activation.

  • 99–100: The True Abyss. The tunnel opens directly into the hollow interior of the world, revealing a pitch-black inner sea beneath a dying, subterranean sun.